/*
 * Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license, you may redistribute it and/or modify it under version 2 of the License, or (at your option), any later version.
 */

#ifndef _PLAYERBOT_DKACTIONS_H
#define _PLAYERBOT_DKACTIONS_H

#include "Event.h"
#include "GenericSpellActions.h"

class PlayerbotAI;

class CastBloodPresenceAction : public CastBuffSpellAction
{
	public:
		CastBloodPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "blood presence") { }
};

class CastFrostPresenceAction : public CastBuffSpellAction
{
	public:
		CastFrostPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "frost presence") { }
};

class CastUnholyPresenceAction : public CastBuffSpellAction
{
	public:
		CastUnholyPresenceAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy presence") { }
};

class CastDeathchillAction : public CastBuffSpellAction
{
	public:
		CastDeathchillAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "deathchill") { }

        NextAction** getPrerequisites() override;
};

class CastDarkCommandAction : public CastSpellAction
{
	public:
		CastDarkCommandAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dark command") { }
};

BEGIN_RANGED_SPELL_ACTION(CastDeathGripAction, "death grip")
END_SPELL_ACTION()

// Unholy presence
class CastUnholyMeleeSpellAction : public CastMeleeSpellAction
{
	public:
		CastUnholyMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }

        NextAction** getPrerequisites() override;
};

// Frost presence
class CastFrostMeleeSpellAction : public CastMeleeSpellAction
{
	public:
		CastFrostMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }

        NextAction** getPrerequisites() override;
};

// Blood presence
class CastBloodMeleeSpellAction : public CastMeleeSpellAction
{
	public:
		CastBloodMeleeSpellAction(PlayerbotAI* botAI, std::string const spell) : CastMeleeSpellAction(botAI, spell) { }

        NextAction** getPrerequisites() override;
};

class CastRuneStrikeAction : public CastMeleeSpellAction
{
	public:
	    CastRuneStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune strike") { }
};

//debuff
// BEGIN_DEBUFF_ACTION(CastPestilenceAction, "pestilence")
// END_SPELL_ACTION()

class CastPestilenceAction : public CastSpellAction
{
	public:
		CastPestilenceAction(PlayerbotAI* ai) : CastSpellAction(ai, "pestilence") {}
		ActionThreatType getThreatType() override { return ActionThreatType::None; }
};


//debuff
// BEGIN_DEBUFF_ACTION(CastHowlingBlastAction, "howling blast")
// END_SPELL_ACTION()

class CastHowlingBlastAction : public CastSpellAction
{
	public:
		CastHowlingBlastAction(PlayerbotAI* ai) : CastSpellAction(ai, "howling blast") {}
};

//debuff it
// BEGIN_DEBUFF_ACTION(CastIcyTouchAction, "icy touch")
// END_SPELL_ACTION()

class CastIcyTouchAction : public CastSpellAction
{
	public:
		CastIcyTouchAction(PlayerbotAI* ai) : CastSpellAction(ai, "icy touch") {}
};

class CastIcyTouchOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
{
	public:
		CastIcyTouchOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "icy touch", true, .0f) { }
};

//debuff ps

class CastPlagueStrikeAction : public CastSpellAction
{
	public:
		CastPlagueStrikeAction(PlayerbotAI* ai) : CastSpellAction(ai, "plague strike") {}
};
// BEGIN_DEBUFF_ACTION(CastPlagueStrikeAction, "plague strike")
// END_SPELL_ACTION()

class CastPlagueStrikeOnAttackerAction : public CastDebuffSpellOnMeleeAttackerAction
{
	public:
		CastPlagueStrikeOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnMeleeAttackerAction(botAI, "plague strike", true, .0f) { }
};

//debuff
BEGIN_DEBUFF_ACTION(CastMarkOfBloodAction, "mark of blood")
END_SPELL_ACTION()

class CastMarkOfBloodOnAttackerAction : public CastDebuffSpellOnAttackerAction
{
	public:
		CastMarkOfBloodOnAttackerAction(PlayerbotAI* botAI) : CastDebuffSpellOnAttackerAction(botAI, "mark of blood", true) { }
};

class CastUnholyBlightAction : public CastBuffSpellAction
{
	public:
		CastUnholyBlightAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unholy blight") { }
};

class CastSummonGargoyleAction : public CastSpellAction
{
	public:
		CastSummonGargoyleAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "summon gargoyle") { }
};

class CastGhoulFrenzyAction : public CastBuffSpellAction
{
	public:
		CastGhoulFrenzyAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "ghoul frenzy") { }
		std::string const GetTargetName() override { return "pet target"; }
};

BEGIN_MELEE_SPELL_ACTION(CastCorpseExplosionAction, "corpse explosion")
END_SPELL_ACTION()

BEGIN_MELEE_SPELL_ACTION(CastAntiMagicShellAction, "anti magic shell")
END_SPELL_ACTION()

BEGIN_MELEE_SPELL_ACTION(CastAntiMagicZoneAction, "anti magic zone")
END_SPELL_ACTION()

class CastChainsOfIceAction : public CastSpellAction
{
	public:
		CastChainsOfIceAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "chains of ice") { }
};

class CastHungeringColdAction : public CastMeleeSpellAction
{
	public:
		CastHungeringColdAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "hungering cold") { }
};

class CastHeartStrikeAction : public CastMeleeSpellAction
{
	public:
		CastHeartStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "heart strike") { }
};

class CastBloodStrikeAction : public CastMeleeSpellAction
{
	public:
		CastBloodStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood strike") { }
};

class CastFrostStrikeAction : public CastMeleeSpellAction
{
	public:
		CastFrostStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "frost strike") { }
};

class CastObliterateAction : public CastMeleeSpellAction
{
	public:
		CastObliterateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "obliterate") { }
};

class CastDeathStrikeAction : public CastMeleeSpellAction
{
	public:
		CastDeathStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "death strike") { }
};

class CastScourgeStrikeAction : public CastMeleeSpellAction
{
	public:
		CastScourgeStrikeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "scourge strike") { }
};

class CastDeathCoilAction : public CastSpellAction
{
	public:
		CastDeathCoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death coil") { }
};

class CastBloodBoilAction : public CastSpellAction
{
	public:
		CastBloodBoilAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "blood boil") { }
};

class CastDeathAndDecayAction : public CastSpellAction
{
	public:
		CastDeathAndDecayAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "death and decay") { }
};

class CastHornOfWinterAction : public CastSpellAction
{
	public:
		CastHornOfWinterAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "horn of winter") { }
};

class CastImprovedIcyTalonsAction : public CastBuffSpellAction
{
	public:
		CastImprovedIcyTalonsAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "improved icy talons") { }
};

class CastBoneShieldAction : public CastBuffSpellAction
{
	public:
		CastBoneShieldAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "bone shield") { }
};

class CastDeathPactAction : public CastBuffSpellAction
{
	public:
		CastDeathPactAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death pact") { }
};

class CastDeathRuneMasteryAction : public CastBuffSpellAction
{
	public:
		CastDeathRuneMasteryAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "death rune mastery") { }
};

class CastDancingRuneWeaponAction : public CastSpellAction
{
	public:
		CastDancingRuneWeaponAction(PlayerbotAI* botAI) : CastSpellAction(botAI, "dancing rune weapon") { }
};

class CastEmpowerRuneWeaponAction : public CastBuffSpellAction
{
	public:
		CastEmpowerRuneWeaponAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "empower rune weapon") { }
};

class CastArmyOfTheDeadAction : public CastBuffSpellAction
{
    public:
		CastArmyOfTheDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "army of the dead") { }
};

class CastRaiseDeadAction : public CastBuffSpellAction
{
	public:
		CastRaiseDeadAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "raise dead") { }
		virtual bool Execute(Event event) override;
};

class CastKillingMachineAction : public CastBuffSpellAction
{
	public:
		CastKillingMachineAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "killing machine") { }
};

class CastIceboundFortitudeAction : public CastBuffSpellAction
{
	public:
		CastIceboundFortitudeAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "icebound fortitude") { }
};

class CastUnbreakableArmorAction : public CastBuffSpellAction
{
	public:
		CastUnbreakableArmorAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "unbreakable armor") { }
};

class CastVampiricBloodAction : public CastBuffSpellAction
{
	public:
		CastVampiricBloodAction(PlayerbotAI* botAI) : CastBuffSpellAction(botAI, "vampiric blood") { }
};

class CastMindFreezeAction : public CastMeleeSpellAction
{
	public:
		CastMindFreezeAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "mind freeze") { }
};

class CastStrangulateAction : public CastMeleeSpellAction
{
	public:
		CastStrangulateAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "strangulate") { }
};

class CastMindFreezeOnEnemyHealerAction : public CastSpellOnEnemyHealerAction
{
    public:
		CastMindFreezeOnEnemyHealerAction(PlayerbotAI* botAI) : CastSpellOnEnemyHealerAction(botAI, "mind freeze") { }
};

class CastRuneTapAction : public CastMeleeSpellAction
{
	public:
		CastRuneTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "rune tap") { }
};

class CastBloodTapAction : public CastMeleeSpellAction
{
	public:
		CastBloodTapAction(PlayerbotAI* botAI) : CastMeleeSpellAction(botAI, "blood tap") { }
};

#endif
